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34a55611d5
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804e34ce12
24 files changed
+335
-7
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@@ -12,6 +12,10 @@ namespace ZL
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using std::min;
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using std::max;
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#endif
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#ifdef __linux__
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using std::min;
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using std::max;
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#endif
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static std::unordered_map<std::string, BoneSystemNew> s_boneSystemCache;
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+1
-1
@@ -28,7 +28,7 @@ SDL_Window* Environment::window = nullptr;
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#ifdef EMSCRIPTEN
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bool Environment::isFullscreen = false;
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#else
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bool Environment::isFullscreen = true;
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bool Environment::isFullscreen = false;
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#endif
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bool Environment::isHighDPIEnabled = false;
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@@ -15,6 +15,11 @@ namespace ZL {
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using std::max;
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#endif
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#ifdef __linux__
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using std::min;
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using std::max;
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#endif
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constexpr float DEFAULT_ZOOM = 8.f;
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class Environment {
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+34
-3
@@ -94,11 +94,15 @@ namespace ZL
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ZL::CheckGlError(__FILE__, __LINE__);
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renderer.InitOpenGL();
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#ifdef EMSCRIPTEN
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#if defined(EMSCRIPTEN)
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// These shaders and loading.png are preloaded separately (not from zip),
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// so they are available immediately without waiting for resources.zip.
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", "");
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", "");
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#elif defined(__linux__)
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
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#else
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
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@@ -157,7 +161,7 @@ namespace ZL
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});
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loadSteps.push([this]() {
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#ifdef EMSCRIPTEN
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#if defined(EMSCRIPTEN)
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
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@@ -182,7 +186,34 @@ namespace ZL
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning", "resources/shaders/night_fog_skinning.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
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#else
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#elif defined(__linux__)
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog", "resources/shaders/night_fog.vertex", "resources/shaders/night_fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning", "resources/shaders/night_fog_skinning.vertex", "resources/shaders/night_fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow.vertex", "resources/shaders/night_fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow.vertex", "resources/shaders/night_fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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#else
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE);
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@@ -14,6 +14,10 @@ namespace ZL {
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using std::min;
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using std::max;
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#endif
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#ifdef __linux__
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using std::min;
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using std::max;
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#endif
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InteractiveObject InteractiveObject::createFromState(InteractiveObjectState st,
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Renderer& renderer,
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+4
-2
@@ -229,7 +229,7 @@ extern "C" int SDL_main(int argc, char* argv[]) {
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#endif
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#ifdef WIN32_LEAN_AND_MEAN
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#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__linux__)
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int main(int argc, char *argv[]) {
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try
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@@ -274,8 +274,10 @@ int main(int argc, char *argv[]) {
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Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
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if (ZL::Environment::isFullscreen) {
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windowFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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// windowFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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ZL::Environment::isFullscreen = false;
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SDL_DisplayMode dm;
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if (SDL_GetCurrentDisplayMode(0, &dm) == 0) {
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@@ -173,6 +173,8 @@ namespace ZL {
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"Fragment shader: %s", fragmentShaderFileName.c_str());
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#endif
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std::cout <<"Loading shader: " << shaderName << " " << vertexShaderFileName << " " << fragmentShaderFileName <<std::endl;
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std::string vertexShader;
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std::string fragmentShader;
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@@ -11,6 +11,10 @@ namespace ZL
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using std::min;
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using std::max;
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#endif
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#ifdef __linux__
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using std::min;
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using std::max;
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#endif
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bool IsPowerOf2(size_t n) {
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return n > 0 && (n & (n - 1)) == 0;
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@@ -533,7 +537,7 @@ namespace ZL
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void TextureManager::UnloadByPrefix(const std::string& prefix)
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{
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for (auto& it = textureMap.begin(); it != textureMap.end(); ) {
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for (auto it = textureMap.begin(); it != textureMap.end(); ) {
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if (it->first.substr(0, prefix.size()) == prefix) {
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std::cout << "Unloading texture with prefix: " << it->first << std::endl;
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it = textureMap.erase(it);
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